5.2 PTR raid testing may be going on right now, but that doesn't stop Blizzard from making new PTR builds. At first glance, there's some Moonkin buffs and Lava Burst will always deal a critical strike.

Polymorphic Key: Magically reshape the key to fit any Ancient Gate in the Thunder King's Citadel for the Troves of the Thunder King scenario. Requires Exalted.

Potion of Light Steps: Can be used to levitate over tile traps, fall at a reduced speed, and walk on water during the Troves of the Thunder King scenario. Taking damage will break this effect. Requires Friendly.

Sleep Dust: Puts the target in a magically-induced sleep for 25 sec seconds. Only works on humanoids and beasts within the Troves of the Thunder King secnario. Requires Honored.

Frost Rune Trap: Places a rune that will freeze the next hostile target to step on it for 20 sec. Only usable in the Troves of the Thunder King scenario. Requires Revered.

Arcane Propellant: Consume an arcane focus to launch yourself forward. Can only be used during the Troves of the Thunder King scenario. Requires Revered.

A Common Rock: Can be used to distract an enemy or trigger a trap during the Troves of the Thunder King scenario. Requires Honored.

Click the cut to read the spell changes!

Achievements

Oondasta Guild Run: Defeat Oondasta on the Isle of Giants while in a raid with at least 8 guild members.

Classes

Crane Style Techniques: When you successfully Jab or damage at least 3 enemies with Spinning Crane Kick, you gain Muscle Memory, increasing the damage of your next Tiger Palm or Blackout Kick by 200%150%.

Starsurge: You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes 3844 to 5302 (+ 219.7%4178 to 5762 (+ 238.8% of SpellPower) Spellstorm damage to the target and generates 20 Lunar or Solar energy, whichever is more beneficial to you.

: Removes Evocation's cooldown and reduces its channel period and duration by 50%. Completing an Evocation causes you to deal 15% increased spell damage, but passively regenerate 100%50% less mana, for 1 min.

Arcane Blast: Blasts the target with energy, dealing 650 to 755 (+ 100.8%867 to 1006 (+ 90% of SpellPower) Arcane damage. Generates an Arcane Charge. Arcane Blast's damage is increased by 50%40% per Arcane Charge, and its mana cost is increased by 150%120% per Arcane Charge.

Arcane Charge: An arcane charge, generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and consumed by Arcane Barrage and Evocation: Arcane Blast Generates a charge. Arcane Blast's damage is increased by 50%40% per charge, and its mana cost increased by 150%120% per charge. Arcane Missiles Generates a charge. Arcane Missiles' damage is increased by 50%40% per charge. Arcane Explosion Refreshes charges and has a 30% chance to generate a charge if at least one target is hit. Arcane Barrage Consumes all charges. Arcane Barrage's damage is increased by 50%40% per charge, and it hits 1 additional nearby target per charge for 50% damage. Evocation Consumes all charges. Evocation's mana generation is increased by 25% per charge. Stacks up to 4 times and lasts 10 sec.

Arcane Missiles: Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 379 (+ 28.5%267 (+ 25.7% of SpellPower) Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles' damage is increased by 50%40% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges.

Frostbolt: Launches a bolt of frost at the enemy, causing 1420 to 1806 (+ 155%1750 to 2226 (+ 191% of SpellPower) Frost damage and slowing movement speed by 50% for 15 sec. Also causes the target to take an additional 5% damage from your Ice Lance, and your Water Elemental's Waterbolt, stacking up to 3 times.

Summon Water Elemental: Summon a Water Elemental to fight for the caster. Casting Frostbolt on your Water Elemental will heal it for 1613 (+ 155% of SpellPower).1988 (+ 191% of SpellPower).

Glyphs

Glyph of Blink: Increases the distance you travel with the Blink spell by 5 yards.Also increases your movement speed during Blazing Speed by an additional 5%.

Seal of Righteousness: Fills you with Holy Light, causing melee attacks to deal 6%9% weapon damage to all targets within 8 yards.

Seal of Righteousness: Fills you with Holy Light, causing melee attacks to deal 6%9% weapon damage to all targets within 8 yards.

Talents and Specialization

Light's Hammer: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (1715 sec.5) sec. Arcing Light Deals 3268 to 3993 (+ 32.1% of SpellPower) Holy damage to enemies and reduces their movement speed by 50% for 2 sec. Heals allies for 3268 to 3993 (+ 32.1% of SpellPower) every 2 sec.

Grand Crusader: When you dodge or parry a melee attack, or hit with Crusader Strike or Hammer of the Righteous, you have a 30%12% chance of refreshing the cooldown on your next Avenger's Shield and causing it to generate a charge of Holy Power if used within 6 sec.

Seal of Justice: Fills you with Holy Light, causing melee attacks to apply Justice to your target. Justice The attacking Paladin's next Templar's Verdict striking this target will also deal 25% weapon damage as Holy per application of Justice. Stacks up to 5 times. Lasts 20 sec.

: Consumes all of the caster's Shadow Orbs to deal 01643 (+ 78.6% of SpellPower) Shadow damage and an additional 274 (+ 13.1% of SpellPower) Shadow damage every 1 sec for 6 sec. Also heals the caster for 1% of their maximum health when it deals periodic damage. Damage and healing increased based on the number of Shadow Orbs consumed.

Devouring Plague: Consumes all of the caster's Shadow Orbs to deal 01643 (+ 78.6% of SpellPower) Shadow damage and an additional 274 (+ 13.1% of SpellPower) Shadow damage every 1 sec for 6 sec. Also heals the caster for 1% of their maximum health when it deals periodic damage. Damage and healing increased based on the number of Shadow Orbs consumed.

Talents and Specialization

Devouring Plague: Consumes all of the caster's Shadow Orbs to deal 01643 (+ 78.6% of SpellPower) Shadow damage and an additional 274 (+ 13.1% of SpellPower) Shadow damage every 1 sec for 6 sec. Also heals the caster for 1% of their maximum health when it deals periodic damage. Damage and healing increased based on the number of Shadow Orbs consumed.

NPC Abilities

This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.View changes

Arcane Blast: Blasts the target with energy, dealing 12488 to 14512 Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 50%40% and mana cost of Arcane Blast is increased by 150%120%. Effect stacks up to 4 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.

Arcane Blast: Blasts the target with energy, dealing Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 50%40% and mana cost of Arcane Blast is increased by 150%120%. Effect stacks up to 4 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.

Arcane Blast: Blasts the target with energy, dealing 650 to 755 (+ 100.8%867 to 1006 (+ 90% of SpellPower) Arcane damage. Generates an Arcane Charge. Arcane Blast's damage is increased by 50%40% per Arcane Charge, and its mana cost is increased by 150%120% per Arcane Charge.

Arcane Blast: Blasts the target with energy, dealing Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 50%40% and mana cost of Arcane Blast is increased by 150%120%. Effect stacks up to 4 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.

Arcane Charge: An arcane charge, generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and consumed by Arcane Barrage and Evocation: Arcane Blast Generates a charge. Arcane Blast's damage is increased by 50%40% per charge, and its mana cost increased by 150%120% per charge. Arcane Missiles Generates a charge. Arcane Missiles' damage is increased by 50%40% per charge. Arcane Explosion Refreshes charges and has a 30% chance to generate a charge if at least one target is hit. Arcane Barrage Consumes all charges. Arcane Barrage's damage is increased by 50%40% per charge, and it hits 1 additional nearby target per charge for 50% damage. Evocation Consumes all charges. Evocation's mana generation is increased by 25% per charge. Stacks up to 4 times and lasts 10 sec.

Light's Hammer: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (1715 sec.5) sec. Arcing Light Deals 3268 to 3993 (+ 32.1% of SpellPower) Holy damage to enemies within the area and 50 healing to allies within the area every 2 sec.

Uncategorized

This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.View changes

Anima Ring: Forms several spheres in a circle around the target. The spheres move toward the center of the circle. Enemy targets that touch a sphere will consume it, increasing the damage they take from melee attacks by 50% for 15 sec. This effect stacks. In Heroic Difficulty, touching a sphere also inflicts 350000250000 Fire damage over the duration.

Anima Ring: Forms several spheres in a circle around the target. The spheres move toward the center of the circle. Enemy targets that touch a sphere will consume it, increasing the damage they take from melee attacks by 50% for 15 sec. This effect stacks. In Heroic Difficulty, touching a sphere also inflicts 350000250000 Fire damage over the duration.

Arcane Missiles: Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 379 (+ 28.5%267 (+ 25.7% of SpellPower) Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles' damage is increased by 50%40% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges.

Arcane Missiles: Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 379 (+ 28.5%267 (+ 25.7% of SpellPower) Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles' damage is increased by 50%40% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges.

Arcing Light: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (1715 sec.5) sec. Arcing Light Deals 3268 to 3993 (+ 32.1% of SpellPower) Holy damage to enemies and reduces their movement speed by 50% for 2 sec. Heals allies for 3268 to 3993 (+ 32.1% of SpellPower) every 2 sec.

Arcing Light: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (1715 sec.5) sec. Arcing Light Deals 3268 to 3993 (+ 32.1% of SpellPower) Holy damage to enemies and reduces their movement speed by 50% for 2 sec. Heals allies for 3268 to 3993 (+ 32.1% of SpellPower) every 2 sec.

Bind Water: Summon a Water Elemental to fight for the caster for 1 min.

Bind Water: Summon a Water Elemental to fight for the caster for 1 min.

Blazing Radiance: Deals 30450 to 3955012180 to 15820 Fire damage to all enemies and increases damage dealt by Fire attacks by 2%.

Blazing Radiance: Deals 30450 to 3955012180 to 15820 Fire damage to all enemies and increases damage dealt by Fire attacks by 2%.

Blue Rays: Inflicts 23750 to 26250 Frost damage divided amongst all targets in the Blue Rays. This damage is increased by 1% each time the victim is hit by this effect.The increased damage taken effect lasts 3 min.

Bright Light: Inflicts 23750 to 26250 Nature damage divided amongst all targets in the Bright Light. This damage is increased by 1% each time the victim is hit by this effect.The increased damage taken effect lasts 3 min.

Burst of Amber: Inflicts 92500 to 10750046250 to 53750 Nature damage to all enemies within 500 yards.

Crane Rush: Inflicts 14625000 to 1537500029250000 to 30750000 damage to enemies with which it comes into contact.

Crashing Star: Barrages an enemy, dealing 43875 to 4612539000 to 41000 Arcane damage to all enemies within 8 yards, knocking them back.

Daedalian Wings: Grants the target the ability to fly for short periods of time.

Dark Parasite: The caster infects the target with a Dark Parasite that inflicts 8000075000 Shadow damage every 2 sec. for 30 sec. If this effect is dispelled the Parasite will morph into a Dark Plague.

Dark Plague: The Dark Parasite has now morphed into a Dark Plague. A RovingWandering Eye will now spawn at the host's location every 3 sec for the duration of the Dark Plague.

Foul Venom: Inflicts 69375 to 8062518500 to 21500 initial, and then 69375 to 8062532375 to 37625 additional Nature damage every 2 seconds.

Freeze: Causes a random player to freeze and shatter, detonating on all allies for 58500 to 61500 Frost damage.

Frenzied Consumption: The caster swipes madly at the flesh of all frontal enemies, consuming it and inflicting 97500 to 10250019500 to 20500 damage every 5 seconds. The caster is healed for every successful attack.

Frost Rune Trap: Places a rune that will freeze the next hostile target to step on it for 2520 sec. Only usable in the Troves of the Thunder King scenario.

Frostbite: Inflicting 16087 to 169128250 Frost damage to all allies within 4 yards every 21 sec. for 30 sec. Standing within <Unknown value - The spell referenced no longer exists>4 yards of allies reduces the stacks of Frostbite.

: Launches a bolt of frost at the enemy, causing 1420 to 1806 (+ 155%1750 to 2226 (+ 191% of SpellPower) Frost damage and slowing movement speed by 50% for 15 sec. Also causes the target to take an additional 5% damage from your Ice Lance, and your Water Elemental's Waterbolt, stacking up to 3 times.

Shield Slam: Charges a random enemy target, snaring all enemies around the target location. After the charge, he winds up a massive shield bash that will severely injure and knock down anyone struck by it.

Furious Stone Breath: Inflicts 38025 to 3997519500 to 20500 Nature damage to all enemies every 0.5 sec for 4 sec.

Furious Stone Breath: Inflicts 38025 to 3997519500 to 20500 Nature damage to all enemies every 0.5 sec for 4 sec.

Grand Crusader: When you dodge or parry a melee attack, or hit with Crusader Strike or Hammer of the Righteous, you have a chance of refreshing the cooldown on your next Avenger's Shield and causing it to generate a charge of Holy Power if used within 6 sec.

Impact: The caster lands with great force, inflicting 138750 to 161250 Nature damage to all enemies within 20 yards and knocking them back.

Infected Bite: Inflicts 69375 to 8062541625 to 48375 Nature damage to an enemy every 2 sec. and increases the Physical damage it takes by 10% for 8 sec.

Infrared Light: Inflicts 23750 to 26250 Fire damage divided amongst all targets in the Infrared Light. This damage is increased by 1% each time the victim is hit by this effect.The increased damage taken effect lasts 3 min.

Interrupting Jolt: The Animus releases a burst of energy, inflicting 390000 to 410000487500 to 512500 Nature damage and interrupting the spellcasts of all players.

: Removes Evocation's cooldown and reduces its channel period and duration by 50%. Completing an Evocation causes you to deal 15% increased spell damage, but passively regenerate 100%50% less mana, for 1 min.

: Deals 25% weapon damage as Holy per application of Justice on the target. Lasts until cancelled.

Kick Shell: Players that move within 0 to 5 yds. of a defeated Whirl Turtle can kick it, sending it flying across the room. Enemies struck by the shell will be interrupted and suffer 15%25% increased damage for 20 sec.

Kick Shell: Kick a defeated Whirl Turtle across the room. Move close to the shell, then aim by positioning it between yourself and your target. Enemies hit by the shell are interrupted and take 15%25% increased damage.

: You hurl molten lava at the target, dealing 1244 to 1598 (+ 90%829 to 1065 (+ 60% of SpellPower) Fire damage. If your Flame Shock is on the target, Lava Burst will deal a critical strike.

Light of Day: Inflicts 69375 to 8062540700 to 47300 Fire damage to all enemies 8 yards.

Light of Day: Inflicts 69375 to 8062541625 to 48375 Fire damage to all enemies within 8 yards.

Light of Day: Inflicts 69375 to 8062540700 to 47300 Fire damage to all enemies 8 yards.

Molten Overload: Ro'shak has become engorged in flame, and will cast Molten Inferno every 1 second until he is degraded of molten energy.

Muck Spit: Inflicts 69375 to 8062532375 to 37625 Nature damage to an enemy.

: When you successfully Jab or damage at least 3 enemies with Spinning Crane Kick, you gain Muscle Memory, increasing the damage of your next Tiger Palm or Blackout Kick by 200%150%.

Nuclear Inferno: The caster channels a nuclear inferno, blasting the raid for 97500 to 102500 damage every 1 seconds. While she is channeling this effect, her ranged and spell deflection is increased by 100%. Her dodge chance is increased by 100% as well.

Quake Stomp: Tortos performs a massive stomp, stunning all enemies for 1 sec and inflicting Physical damage to each equal to 33%35% of their maximum health. Quake Stomp also increases the frequency of Rockfalls for 8 sec.

Rampage: Megaera begins to rampage, inflicting 25000 Elemental damage to all enemies. The damage of each element is increased by 25%15% for each additional head of that element.

Rampage: Inflicts 25000 Fire damage to all enemies. The damage of Rampage is increased by 25%15% for each additional Flaming Head.

Rampage: Inflicts 25000 Frost damage to all enemies. The damage of Rampage is increased by 25%15% for each additional Frozen Head.

Rampage: Inflicts 25000 Nature damage to all enemies. The damage of Rampage is increased by 25%15% for each additional Venomous Head.

Rampage: Inflicts 25000 Arcane damage to all enemies. The damage of Rampage is increased by 25%15% for each additional Arcane Head.

Rockfall: A lightning charged stalactite falls from the roof of the cave, inflicting 118750 to 13125095000 to 105000 Nature damage to enemies within 5 yds. and 29700 to 3630018000 to 22000 Nature damage to enemies within 20 yds.

Rockfall: A lightning charged stalactite falls from the roof of the cave, inflicting 118750 to 13125095000 to 105000 Nature damage to enemies within 5 yds. and 29700 to 3630018000 to 22000 Nature damage to enemies within 20 yds.

Rot: Inflicts 195000 to 20500097500 to 102500 damage to all enemies within 45 yards.

Serpent's Vitality: Breathes life and vitality into players, causing them to regenerate 19500 to 2050029250 to 30750 health and 19500 to 20500 mana every 1 sec.

Shell Concussion: When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15%25% for 20 sec.

Shell Concussion: When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15%25% for 20 sec.

Shell Concussion: When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15%25% for 20 sec.

Static Wound: Jin'rokh the Breaker statically constricts the target, inflicting 825015000 Nature damage per stack to all players when taking melee attacks. Additionally inflicts a third of that damage to other players. This effect stacks, but reducesdecreases in potency over time.

Static Wound: Jin'rokh the Breaker statically constricts the target, inflicting 825015000 Nature damage per stack to all players when taking melee attacks. Additionally inflicts a third of that damage to other players. This effect stacks, but reducesdecreases in potency over time.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 6 sec.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 96 sec.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 96 sec.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 96 sec.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 96 sec.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 96 sec.

Tidal Force: Protective icy waters encase Lu'lin and burst outwards, inflicting 146250 to 15375053625 to 56375 Frost damage on impact. While she is channeling this effect, her ranged and spell deflection is increased by 100%. Her dodge chance is increased by 100% as well.

Comments

Comment by sidelsky18

on 2013-02-12T19:16:14-06:00

Woo! More Arcane nerfs! I love being useless!

Comment by snipervictim

on 2013-02-12T21:36:31-06:00

This is getting old I WORKED hard to build my mage and here you morons come nerfing him again WHY to make kids happy I dont see any DK nerfs my god they do 152k in a crowd with crappy gear you people are turning this into a joke.

Comment by lankybrit

on 2013-02-12T22:41:38-06:00

Woah. Great day for Blizz keeping us happy.

Cheers.

Comment by inkliizii

on 2013-02-12T23:12:54-06:00

Quit complaining about mage nerfs, please. Yeah, DKs are very powerful in large groups. Different specs are good in different situations. The problem was that Arcane was both exploiting an unforseen bug (the Scorch thing), and was the best spec in virtually all situations. So yes, they're being nerfed, but I'm sure they'll still be the best mage spec for burst, which is their niche, and they should be best at, and average for the mage specs in most other situations. It's how specs work.

Comment by inkliizii

on 2013-02-12T23:14:28-06:00

And their goal for class/spec tweaking isn't to make everyone happy. Everyone will never be happy. They are balancing the specs, so that no one is overpowered. The fact that you are on the same level as everyone else now may seem terrible for you, but not for everyone else.

Comment by yalasen

Comment by Tush

Yes more buff to Balance Druid! Now I cant beat them anymore! I love being useless!

*Combat Rogue*

Comment by baljeed

on 2013-02-13T04:43:37-06:00

gj blizz nerf the nerfed elemental shamans..

Comment by Tush

on 2013-02-13T05:16:46-06:00

gj blizz nerf the nerfed elemental shamans..

Yeah the 3th best PvP doesnt need nerf at all....Just criting 200k with Lava Burst.... Yeah no need to nerf at all...

Comment by emeraldenvy

on 2013-02-13T05:24:23-06:00

Finally a little love for the boomkins!

Comment by Celestri

on 2013-02-13T09:02:28-06:00

Mage tears are so sweet to everyone else... Thank you for crying them, and giving the rest of us joy.

Comment by Hiyame

on 2013-02-13T09:32:32-06:00

Finally! I can keep up with the freaking damage of other people! So happy they buffed Balance Druids! I've been hoping they would since forever! We're at the very bottom of the DPS meter. I don't pvp so all their silly pvp changes mean nothing to me. Finally, some PvE love!

Comment by Lancecaster

on 2013-02-13T09:50:31-06:00

gj blizz nerf the nerfed elemental shamans..

Yeah the 3th best PvP doesnt need nerf at all....Just criting 200k with Lava Burst.... Yeah no need to nerf at all...

Actually, with some quick napkin math it seems that the lava burst dmg will still be the roughly the same IF you have flame shock on the same target. I may be wrong, but my numbers came up 4-dmg shy with the new tooltip.

Comment by Sarydus

on 2013-02-13T10:12:36-06:00

gj blizz nerf the nerfed elemental shamans..

Yeah the 3th best PvP doesnt need nerf at all....Just criting 200k with Lava Burst.... Yeah no need to nerf at all...

1) Ele shamans haven't been nerfed. Lava Burst should do the same damage against a target with Flame Shock, but will now do more damage against a target without.2) Critting for 200k? Calling bullsh*t on that. If you're getting crit that hard, you must be massively undergeared and your healer is an idiot for not dispelling Flame Shock. Not to mention Ele has the wort movement damage of any spec in the game. Hell, they're hands down the worst pvp spec. If anyone needs buffs, it's them.

This is getting old I WORKED hard to build my mage and here you morons come nerfing him again WHY to make kids happy I dont see any DK nerfs my god they do 152k in a crowd with crappy gear you people are turning this into a joke.

Classes aren't balanced around trash mobs. Yes, DW Frost cleave is OP. Arcane mage is even worse on every front. They have the best single target hands down, the best cleave, and the best AoE. They can currently completely ignore their mana management, the thing Arcane is based on, with Scorch. If you don't think arcane needs nerfs you're deluding yourself.

Comment by lankybrit

on 2013-02-13T10:35:05-06:00

Will those 496 rings be purchasable with Valor or gold?

Cheers.

Comment by Reebs

on 2013-02-13T11:41:24-06:00

Woo! More Arcane nerfs! I love being useless!

Woo! More Arcane nerfs! I love being useless too!

I mean ignoring that arcane has been in the top 3 dps specs for a few months now, and their mana management is completely trivialized...

But oh no, now you guys man only be like...in the top 6 dps instead!

Comment by Iceveiled

on 2013-02-13T12:42:39-06:00

To those crying about nerfs, I say compensate with skill.

Downvote away!

Comment by Severage

on 2013-02-13T17:05:04-06:00

I love how people complain about Arcane nerfs. You guys are in 5.1, #1 Ranged DPS class and you use 3 buttons. Honestly, you can't even try to "work hard to raise your arcane mage", because there's no difficulty in raising one. Face it, your class should be balanced based on its difficulty. Arcane must be the easiest DPS spec out there, you have no room to complain.

Looks like Frost Mages are getting a small buff with bolts and Invocation, but it won't likely mean much. I'm surprised nothing is being done with Fire, the 'hardest' class to play as a Mage.

I don't, however, disagree that Frost DKs are very powerful at the moment. They do use 7 buttons in DW spec though, which is more than can be said for Arcanes.

I like the change on Ele Shammies - it makes them at least as versatile, and makes their DoT even more useful. This requires more strategy on both the sending and receiving ends in PvP, and imo makes it more useful in PvE.

Glad they fixed the tooltip on DP for Spriests, but is that a small Mind Blast buff I see or was that an oversight from the previous build? Either way, I'm glad we didn't get 100% overlooked in PvE. I was starting to think we were just going to get PvP nerfed all PTR long and still remain low on the DPS charts.